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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public delegate void InputKeyDelegate (KeyCode key); | |
public delegate void InputAxisDelegate (string name,float value); | |
public class InputEvents : MonoBehaviour | |
{ |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.Linq; | |
public class PolyPri : MonoBehaviour | |
{ | |
void Start () | |
{ | |
MeshFilter[] myMeshs = FindObjectsOfType (typeof(MeshFilter)) as MeshFilter[]; |
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using UnityEngine; | |
using System.Collections; | |
public class Reticle : MonoBehaviour | |
{ | |
public Texture2D reticle; | |
void Awake () | |
{ | |
// Set up reticle |
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using System; | |
using UnityEngine; | |
using UnityEditor; | |
public class CreateQuadMesh : Editor { | |
[MenuItem("Assets/Create/Quad Mesh", false, 10000)] | |
public static void Create () | |
{ | |
Mesh mesh = BuildQuad (1, 1); |
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using UnityEngine; | |
using System.Collections; | |
public class MonoBehaviourSingleton<T> : MonoBehaviour | |
where T : Component | |
{ | |
private static T _instance; | |
public static T Instance { | |
get { | |
if (_instance == null) { |
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//https://gist.github.com/col000r/6658520 | |
//but all the hard work done by mstevenson: https://gist.github.com/mstevenson/4050130 | |
using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ShuffleBag<T> : ICollection<T>, IList<T> | |
{ | |
private List<T> data = new List<T> (); |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ShuffleBag<T> : ICollection<T>, IList<T> | |
{ | |
private List<T> data = new List<T> (); | |
private int cursor = 0; | |
private T last; | |
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
public class FileUtility { | |
/// <summary> | |
/// Determine whether a given path is a directory. | |
/// </summary> |
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// Defines the required parameters and return value type for a StateMachine state. | |
// Returns a bool representing whether or not the state has finished running. | |
public delegate bool StateDelegate (); | |
// To use, create an instance of StateMachine inside of a MonoBehaviour, load it up with | |
// references to state methods with ChangeState(), then call its Execute() method during the | |
// MonoBehaviour's Update cycle. An example MonoBehaviour is included at the bottom of this file. | |
public class StateMachine | |
{ | |
// Keep track of the currently running state |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class CreateMergedMesh : ScriptableWizard | |
{ | |
[MenuItem ("Prototype/Create Merged Mesh")] | |
static void CreateDataMesh () | |
{ |